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Made in gb
Fresh-Faced New User




Looking for some advice on orks as an alternative army, just 1000pts, lots of troops and kill kans is the tactic, (the theme? Sea of orks and some killa kans... lol)

++ Battalion Detachment +5CP (Orks) [52 PL, 995pts] ++

+ Configuration +

Clan Kultur / Specialist Mobs: Evil Sunz

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler, Shokk Attack Gun

Warboss in Mega Armour [Legends] [6 PL, 137pts]: Kombi-Skorcha, Power Klaw

Weirdboy [3 PL, 62pts]

Weirdboy [3 PL, 62pts]

+ Troops +

Boyz [11 PL, 210pts]
. 30x Ork Boy W/ Slugga & Choppa: 30x Choppa, 30x Slugga, 30x Stikkbombs

Boyz [7 PL, 140pts]
. 20x Ork Boy W/ Slugga & Choppa: 20x Choppa, 20x Slugga, 20x Stikkbombs

Gretchin [4 PL, 90pts]
. 30x Gretchin: 30x Grot Blaster

+ Heavy Support +

Killa Kans [14 PL, 210pts]
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw

++ Total: [52 PL, 995pts] ++

Created with BattleScribe


also as an add on to this it would evolve to this for 1500 pts...

Spoiler:



++ Battalion Detachment +5CP (Orks) [52 PL, 995pts] ++

+ Configuration +

Clan Kultur / Specialist Mobs: Evil Sunz

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler, Shokk Attack Gun

Warboss in Mega Armour [Legends] [6 PL, 137pts]: Kombi-Skorcha, Power Klaw

Weirdboy [3 PL, 62pts]

Weirdboy [3 PL, 62pts]

+ Troops +

Boyz [11 PL, 210pts]
. 30x Ork Boy W/ Slugga & Choppa: 30x Choppa, 30x Slugga, 30x Stikkbombs

Boyz [11 PL, 210pts]
. 30x Ork Boy W/ Slugga & Choppa: 30x Choppa, 30x Slugga, 30x Stikkbombs

Gretchin [4 PL, 90pts]
. 30x Gretchin: 30x Grot Blaster

+ Elites +

Burna boz x 10 [100pts]

Meganobz x3 [105pts]

+ Fast attack +

.9x stormboyz boss nob [90pts]

+ Heavy Support +

Killa Kans [14 PL, 210pts]
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw

Mek gunz [120pts]
Kustom mega kannon
Kustom mega kannon

++ Total: [52 PL, 1494pts] ++



although its a very expensive army :O

This message was edited 4 times. Last update was at 2020/04/27 15:17:15


 
   
Made in us
Regular Dakkanaut





I don't know much about orcs, but one of the things they might benefit from would be a kustom force field, since they ain't made of armor. First roudn it might make it harder for someone to slaughter quite as many troop, and then maybe it could run along with the kans to make them a little less like easy meat for antitank.

Again, I don't know much more than that -- but would that be a good synergy?

I know I shouldn't post so often, but I really miss this game, or just going out, or fresh produce, or any of the comforts of life before we started living in the Corona-Grimdark. 
   
Made in gb
Fresh-Faced New User




Dukeofstuff wrote:
I don't know much about orcs, but one of the things they might benefit from would be a kustom force field, since they ain't made of armor. First roudn it might make it harder for someone to slaughter quite as many troop, and then maybe it could run along with the kans to make them a little less like easy meat for antitank.

Again, I don't know much more than that -- but would that be a good synergy?


Yeah i saw that from one of the HQ units so that might be worth doing, its like the orks never got any love in 8th, but i love an underdog and think i can make a successful army out of them

A sea of green on the table means so many wounds the armour doesnt really matter, just need to get them into combat!
   
Made in gb
Fresh-Faced New User




I’ve placed an order with gw :I I have the following on it’s Way


++ Battalion Detachment +5CP (Orks) [73 PL, 1,247pts, 1CP] ++

+ Configuration +

Battle-forged CP [3CP]

Clan Kultur / Specialist Mobs: Deathskulls

Detachment CP [5CP]

+ HQ +

Warboss [4 PL, 90pts, -1CP]: Da Biggest Boss, Kombi-Rokkit, Power Klaw

Weirdboy [3 PL, 62pts]: 3. Da Jump

Weirdboy [3 PL, 62pts]: 3. Da Jump

+ Troops +

Boyz [11 PL, 187pts, -2CP]: 'Ard Boyz, Tankbusta Bombs
. Boss Nob: Choppa, Slugga
. Ork Boy W/ 'Eavy Weapon: Big Shoota
. 24x Ork Boy W/ Slugga & Choppa: 24x Choppa, 24x Slugga, 24x Stikkbombs

Boyz [11 PL, 180pts, -2CP]: 'Ard Boyz, Tankbusta Bombs
. Boss Nob: Choppa, Slugga
. Ork Boy W/ 'Eavy Weapon: Big Shoota
. 23x Ork Boy W/ Slugga & Choppa: 23x Choppa, 23x Slugga, 23x Stikkbombs

Gretchin [1 PL, 30pts]
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Meganobz [6 PL, 105pts]
. Boss Meganob w/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw

Nobz [7 PL, 70pts]
. Boss Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga

Painboy [3 PL, 65pts]: Power Klaw

+ Heavy Support +

Deff Dread Mob [10 PL, 186pts, -1CP]: Kustom Job
. Deff Dread: Big Shoota, Dread Klaw, Dread Klaw, Skorcha
. Deff Dread: Big Shoota, Dread Klaw, Dread Klaw, Kustom Mega-blasta

Killa Kans [14 PL, 210pts, -1CP]: Kustom Job
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw

++ Total: [73 PL, 1CP, 1,247pts] ++

Created with BattleScribe
   
Made in ca
Grovelin' Grot Rigger





canada

Looks pretty solid, although I think ard boyz are too expensive at 2cp. Why not tellyport your meganobz with those points?

I would sooner save some of those command points for the battle or upgrade one weirdboy to a warphead so that you can cast warpath on your boyz before you da jump them, and while we're on the topic of weirdboyz...

You can't cast da jump twice in a turn , so one of your weirdboyz will generally be doing nothing unless the first weirdboy dies. I prefer to hope that a painboy and lots of bubble wrap will keep the weirdboy alive long enough to cast jump a couple of times and that he won't just get sniped on the first turn. There are so many good psychic options that it's a requisite for orks to have at least two weirdboyz now, but probably a lot more is optimal. Deathskulls can cast maniacal seizure which is pretty good. Fist of Gork (or Mork) is also great when you're taking a warboss but of course you can also cast it on any character so you can be somewhat flexible and adaptable. Warpath and big ork boy units go together like sluggas and choppas (or choppas and choppas!).

Nob with Waaagh banner is also really good and worth getting.

Meganobz don't need PK shootaz as much as they need double killsawz, particularly in a small unit where you aren't going to be able to mass enough firepower to change anyones mind about charging in and receiving overwatch, and you aren't going to shoot enough to do anything but tickle a unit now and again. Instead, particularly as an ork: you want to be the one running in, dishing the damage and killing the enemy before they can do anything about it! Not since 3rd ed has their been a game state so rewarding to charge units like orks, so there is really no reason not to use double killsaws, try to tellyport or da jump them to where they need to be to get a charge off, and then destroy a key unit. To do that you'll need the reliability of those killsaws and while we're on the topic of double killsaws...

Units of boyz must have nobz, and those nobz should be kitted out. In the current edition nobs can once again hide within their units dispensing maximum damage while letting the boyz soak up all of the damage, and you'll usually be left with a few straggling survivor boyz backing up one nob after they've taken some fire the boyz lose effectiveness quickly but the nob remains, making the unit more effective after losses. So it is therefore optimal to upgrade nobz to do that job best, and that means giving them double killsawz too, letting them get +1 attack and the very reliable 2 damage.

Generally making an optimized list means a degree of converting models from what GW provides in the box, but that doesn't mean this condition will remain in effect. Magnets - magnets are your friend

Gargazz Wuz 'Ere 
   
 
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